"There is a theory which states that if ever anybody discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable. There is another theory which states that this has already happened."
- Douglas Adams

Here's a demo that shows how to do application side supersampling in the shader at much lower performance cost than normally associated with supersampling.

I've made pretty substancial updates to the framework, which for instance made GameEngine2 break (still haven't debugged it, but will do that in the coming days). So if you plan on compiling any older demos, keep your old copy of Framework3 around for now.

2006-02-08 update:I added dynamic branching to the sample. The cost of supersampling is now even less. 4x only reduces performance to 77% instead of the previous 60%. The 11x mode is now at 55% versus previous 31%.

2006-02-11 update:I've now fixed the GameEngine2 problem, plus fixed a couple of bugs I found during this process. I also recompiled the older demos based on Framework3 and uploaded new versions so they also got the interface update (you can now select your own keys).